Chief Warlord is a [[unit]]. Apparently, Chief Warlord is not a separate class of units, but rather a subclass of [[Warlord]].

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[[Image:Warlord_montage.JPG|350px|right]]

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=Proposed Canon=

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The Chief Warlord is the military leader of all [[Unit]]s of his [[Ruler]]'s [[Side]], and is subordinate to that Ruler alone. It is a military position and pinnacle of the command structure. There is only one Chief Warlord per Side. Chief Warlords are traditionally responsible for planning their [[sides]] strategy. However, this tradition is breaking down on both sides of the current conflict. [[Ansom]], [[Caesar]], and [[Duncan Scone]] have all recently found that their authority to plan strategy has been limited for various different reasons.

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==Function==

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A Chief Warlord:

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*commands all [[Unit]]s of his or her [[Side]], excepting only the [[Ruler]] who is the highest authority of the [[Side]] and can overrule the Chief Warlord's orders. If the stakes are high enough however, the Chief Warlord can give even their ruler orders.

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*''may'' end his or her [[Side]]'s [[Turn]]{{Erf|1|007|5|Ansom can end turn}} but can be overruled by their Ruler.{{Erf|1|112|10|Stanley can end turn before Parson is ready for it}}

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*confers a Leadership Bonus to all [[Unit]]s in a [[City]] he or she occupies.{{Erf|1|040a}}

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*confers a partial (30%) Leadership Bonus to all Units in the same Side{{blog|2009|09|summer-updates-033}}

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*confers a halved (50%) Leadership Bonus to all Units in the same Hex.{{Erf|1|113}}

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*confers a full (100%) Leadership Bonus to all Units in the same [[stack]].{{Erf|1|113}}

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*can [[Claiming a City|claim a city]] for his or her [[Side]].{{Erf|1|078}}

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**This ability may not be unique to the Chief Warlord, it may be possible for any Warlord or [[Commander]] to claim [[city]] sites.

*can disobey a direct order of their ruler if their [[Duty]] compels them to act for the good of their side.<sup>[[IPTSF Text 63]]</sup>

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A Chief Warlord's primary function is to lead troops in battle. He can [[claim]] a city.<sup>[http://www.giantitp.com/comics/erf0086.html]</sup> Apparently he is also responsible for the war strategy. Apparently chief warlords can also take over diplomatic tasks and form or dissolve [[alliance|alliances]] that are binding for his side.

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A Chief Warlord cannot:

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*set production for [[city|cities]].{{Erf|1|043a|Overlord sets production order for all cities.}}

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==Bonus to Units==

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**It is possible that Chief Warlords can set production but, like most of their decision making abilities, can be overruled by the Ruler.{{blog|2009|10|summer-updates-040}}

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Chief Warlord is formally a [[Commander]] of all units of his [[side]] and (at least) a part of his Leadership bonus applies to all units ''of'' his capital.<sup>[http://www.giantitp.com/comics/erf0044.html]</sup> It is stackable with other bonuses and apparently not affected by distance. It is not clear whether a bonus that Chief Warlord gives to units in the same hex<sup>[http://www.giantitp.com/comics/erf0125.html]</sup> is the same or a separate bonus. Units in Chief Warlord's personal stack have his full bonus.<sup>[http://www.giantitp.com/comics/erf0125.html]</sup>

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==Duty==

==Duty==

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[[Duty]], a [[Natural Thinkamancy]], has greatest effect on the Chief Warlord. This spell-like effect causes the Chief Warlord to use his or her initiative in the service of the Ruler. This also prevents the Chief Warlord from withholding information and prevents the Chief Warlord from conspiring against the Ruler, but as with all Thinkamancies, this is not a compulsion, so a Chief Warlord could betray the Ruler with a good enough reason. (See discussion page for arguments.)

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Duty (one of the three effects of Natural [[Thinkamancy]] besides Obedience and Loyalty that an Overlord exerts on all his subjects) has the highest effect on Chief Warlord.

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==Known Chief Warlords==

==Known Chief Warlords==

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Active or deceased ([[croaked]]) chief warlords:

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Active Chief Warlords:

* [[Parson Gotti]] to [[Gobwin Knob]]

* [[Parson Gotti]] to [[Gobwin Knob]]

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* [[Prince Ansom]] to [[Jetstone]]

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* [[Prince]] [[Tramennis]] to [[Jetstone]]

* [[Caesar Borgata]] to [[Transylvito]]

* [[Caesar Borgata]] to [[Transylvito]]

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* [[Manpower the Temporary]] to [[Gobwin Knob]]

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* [[Duncan Scone]] to [[Faq]]

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Former Chief Warlords:

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* [[Prince Ansom]] to [[Jetstone]] and later [[Gobwin Knob]] ([[Prisoner]] of [[Faq (side)|Faq]])

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* [[Prince]] [[Ossomer]] to [[Jetstone]] ([[Decrypted]], [[Turn]]ed, served [[Jetstone]] as [[Warlord]] and was finally dusted)

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* [[Stanley the Tool|Stanley the Plaid]] while in the service of [[King Saline IV]] (Now [[Ruler]] of Gobwin Knob)

It is implied that an [[Uncroaked]] unit cannot be a Chief Warlord. When [[Manpower]] is killed at the [[Battle of Warchalking]], [[Stanley]] sends [[Wanda]] to uncroak him, and also orders her to select another unit from the ranks to be promoted into his place. That replacement would have been unnecessary if it were possible for him to remain Chief Warlord in his Uncroaked state, or if another uncroaked warlord could peform the task. It is likely that this is because a Chief Warlord needs to have the upper-level brain functions lost during the uncroaking process. The Chief Warlord needs to give orders, not take them, and uncroaked are capable of only simple tasks, reasoning not included. Either that or the zombification reduces the Leadership bonus given by a Warlord to the point where it would have been better to promote a low level unit to Chief Warlord.

Revision as of 13:46, 11 March 2013

Contents

Proposed Canon

The Chief Warlord is the military leader of all Units of his Ruler's Side, and is subordinate to that Ruler alone. It is a military position and pinnacle of the command structure. There is only one Chief Warlord per Side. Chief Warlords are traditionally responsible for planning their sides strategy. However, this tradition is breaking down on both sides of the current conflict. Ansom, Caesar, and Duncan Scone have all recently found that their authority to plan strategy has been limited for various different reasons.

A Chief Warlord:

commands all Units of his or her Side, excepting only the Ruler who is the highest authority of the Side and can overrule the Chief Warlord's orders. If the stakes are high enough however, the Chief Warlord can give even their ruler orders.

It is possible that Chief Warlords can set production but, like most of their decision making abilities, can be overruled by the Ruler.Erf-b1.5-p040

Duty

Duty, a Natural Thinkamancy, has greatest effect on the Chief Warlord. This spell-like effect causes the Chief Warlord to use his or her initiative in the service of the Ruler. This also prevents the Chief Warlord from withholding information and prevents the Chief Warlord from conspiring against the Ruler, but as with all Thinkamancies, this is not a compulsion, so a Chief Warlord could betray the Ruler with a good enough reason. (See discussion page for arguments.)

Speculation

It is implied that an Uncroaked unit cannot be a Chief Warlord. When Manpower is killed at the Battle of Warchalking, Stanley sends Wanda to uncroak him, and also orders her to select another unit from the ranks to be promoted into his place. That replacement would have been unnecessary if it were possible for him to remain Chief Warlord in his Uncroaked state, or if another uncroaked warlord could peform the task. It is likely that this is because a Chief Warlord needs to have the upper-level brain functions lost during the uncroaking process. The Chief Warlord needs to give orders, not take them, and uncroaked are capable of only simple tasks, reasoning not included. Either that or the zombification reduces the Leadership bonus given by a Warlord to the point where it would have been better to promote a low level unit to Chief Warlord.